Game Media

By Brad Cook

“In all the universe, the only power beyond the mind’s comprehension is the power to comprehend the power of the mind,” we’re told at the beginning of Sam & Max’s latest adventure, The Devil’s Playhouse. Woah. You just blew our minds, narrator guy.

Sam & Max: The Devil’s Playhouse

And then we’re thrown into the story in media res, as the Romans would say: our favorite pair of unflappable gumshoes — the ill-tempered “rabbity thing” Max and the affable six-foot-tall anthropomorphic dog Sam — have been captured by General Skun-ka’pe, an intergalactic gorilla with a bad attitude and an intense desire to blow everything on Earth to smithereens.

Did we mention that Max has newfound psychic abilities? They’ll come in handy as you spring Sam and Max from their cell and send Skun-ka’pe into The Penal Zone, which also happens to be the title of The Devil’s Playhouse’s first episode. Max uses various Toys of Power to gain the ability to teleport to any phone number’s location and assume the form of any inanimate object; they’re just the beginning of what he’s able to do over the course of this five-chapter rollercoaster ride.

First Notes of Carnage to Come

Skun-ka’pe’s defeat is just the start of Sam and Max’s latest adventure of intergalactic and supernatural proportions. As narrator guy notes when he returns, the opening sequence is “the overture, if you will, of a five-part symphony of mayhem.” Like the overtures that set the mood for such classic epics as “Lawrence of Arabia,” the battle against Skun-ka’pe establishes the tone for what will be a wild, pun-filled ride through worlds previously unseen.

We quickly learn that the beginning battle of “The Penal Zone” was merely a vision of the future experienced by both characters. Will it come to pass? The narrative shifts to an earlier timeframe, when Skun-ka’pe has just arrived on Earth with a promise to spread peace and love, once he finds an artifact. He takes an interest in Max after learning that the diminutive hothead is President of the United States. (See Sam & Max Save the World to learn how that happened.)

As in Telltale’s other adventure games, such as Tales of Monkey Island, you collect items and use them to solve puzzles during the course of the story; Sam carries a large .44 revolver that sometimes serves a purpose. You can switch control between our heroes at will, which is key to overcoming many obstacles: use one of Max’s psychic powers to complete a goal, and then rely on Sam to deliver the coup de grace.

And don’t forget to speak to other characters at every opportunity. Not only are the conversations amusing, but they impart plenty of vital information and make available new options in the gameplay that require you to complete certain interactions.

To Be Continued…

At the end of “The Penal Zone,” narrator guy returns once more, still dressed in a tuxedo and sporting his slick pompadour, to tell us that he’ll be back in the coming chapters to answer all questions raised during the story, including this one: Where the heck did skeletons of Sam and Max come from?

The Devil’s Playhouse continues in “The Tomb of Sammun-Mak,” “They Stole Max’s Brain!”, “Beyond the Alley of the Dolls,” and “The City That Dares Not Sleep.” Stay tuned, fearless adventurers.

Game Hardware
Check out our systems for your best gaming experience.

Recommended Systems For Gamers

Dog with rabbit holding a gun.

A Clue to His Canine Origins? Sam points the way to their latest adventure.

Girl at a cash register.

A Smelly Situation. Our deductive duo interviews the proprietor of Stinky’s Diner. (Her true form is a cake; it’s a long story.)

Man with sunglasses in front of a multi-colored wheel.

The Power of the Mind. Pick one of Max’s psychic abilities with the magic wheel.

If you liked this game, check out:

System Requirements:

 
Rabbit riding on top of a car.

Cheat If You Must

Stumped? Visit the Devil’s Playhouse page on the Telltale web site to find walkthroughs that explain what to do, what to say, and in what order to do it all. Sure, you’ll complete each episode faster, but there’s nothing wrong with stopping to smell the virtual roses along the way. Spend a little time to click around and see what happens. You might be surprised.

Sam & Max & Steve & Dave

If you want to thank the person responsible for the creation of Sam & Max, you’ll have to extend some gratitude to Steve Purcell’s younger brother, Dave, who created the characters as a child and left half-finished comic books lying around the house. The temptation was too great for Steve: he couldn’t resist completing the stories in a way that mocked what his sibling had started. It set the stage for the mocking tone that has pervaded Sam & Max stories ever since.

Dave eventually signed over the rights to the characters to Steve, who in 1980 brought them to the pages of the weekly newspaper at the California College of Arts and Crafts. After graduating, Steve worked as a freelance illustrator, drawing everything from computer game box covers to comics published by Marvel. He also did some work on an independent comic book called “Fish Police,” prompting its creator, Steve Moncuse, to offer to publish Sam & Max too.

The “Sam & Max: Freelance Police” comic book debuted in 1987 and appeared sporadically from various publishers over the next several years. During that time, Purcell also worked for LucasArts as an artist and game designer. He wrote and drew some Sam & Max comic strips for the publisher’s newsletter, leading to the creation of the adventure game Sam & Max Hit the Road, which was released for DOS in 1993 and for the Mac in 1995.

The game brought the characters to a wider audience, leading to a short-lived animated series for Fox in 1997. The violence was toned down, and the humor was aimed more at children, but the show was considered a relative success, even though a second season wasn’t commissioned. Unfortunately, a follow-up videogame also proved to be problematic: a company called Infinite Machine went out of business in 2002, before it could finish developing Sam & Max Plunge Through Space, and LucasArts cancelled Sam & Max: Freelance Police in 2004, even though a considerable amount of work had gone into it.

Fans despaired over both of those developments, but Purcell retained the rights to his characters, and soon Telltale Games, which employs many designers and artists who used to work at LucasArts, stepped in to pick up the Sam & Max torch. Gamers everywhere are grateful.

 
Do you have comments for this game article? Send us a note.